# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically.
		
			
				
	
	
		
			64 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			64 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Renders an animated sprite by loading all animation frames from a single image (a sprite sheet)
 | 
						|
//! into a texture atlas, and changing the displayed image periodically.
 | 
						|
 | 
						|
use bevy::prelude::*;
 | 
						|
 | 
						|
fn main() {
 | 
						|
    App::new()
 | 
						|
        .add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // prevents blurry sprites
 | 
						|
        .add_systems(Startup, setup)
 | 
						|
        .add_systems(Update, animate_sprite)
 | 
						|
        .run();
 | 
						|
}
 | 
						|
 | 
						|
#[derive(Component)]
 | 
						|
struct AnimationIndices {
 | 
						|
    first: usize,
 | 
						|
    last: usize,
 | 
						|
}
 | 
						|
 | 
						|
#[derive(Component, Deref, DerefMut)]
 | 
						|
struct AnimationTimer(Timer);
 | 
						|
 | 
						|
fn animate_sprite(
 | 
						|
    time: Res<Time>,
 | 
						|
    mut query: Query<(&AnimationIndices, &mut AnimationTimer, &mut TextureAtlas)>,
 | 
						|
) {
 | 
						|
    for (indices, mut timer, mut atlas) in &mut query {
 | 
						|
        timer.tick(time.delta());
 | 
						|
        if timer.just_finished() {
 | 
						|
            atlas.index = if atlas.index == indices.last {
 | 
						|
                indices.first
 | 
						|
            } else {
 | 
						|
                atlas.index + 1
 | 
						|
            };
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
fn setup(
 | 
						|
    mut commands: Commands,
 | 
						|
    asset_server: Res<AssetServer>,
 | 
						|
    mut texture_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>,
 | 
						|
) {
 | 
						|
    let texture = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");
 | 
						|
    let layout = TextureAtlasLayout::from_grid(UVec2::splat(24), 7, 1, None, None);
 | 
						|
    let texture_atlas_layout = texture_atlas_layouts.add(layout);
 | 
						|
    // Use only the subset of sprites in the sheet that make up the run animation
 | 
						|
    let animation_indices = AnimationIndices { first: 1, last: 6 };
 | 
						|
    commands.spawn(Camera2d);
 | 
						|
    commands.spawn((
 | 
						|
        SpriteBundle {
 | 
						|
            transform: Transform::from_scale(Vec3::splat(6.0)),
 | 
						|
            texture,
 | 
						|
            ..default()
 | 
						|
        },
 | 
						|
        TextureAtlas {
 | 
						|
            layout: texture_atlas_layout,
 | 
						|
            index: animation_indices.first,
 | 
						|
        },
 | 
						|
        animation_indices,
 | 
						|
        AnimationTimer(Timer::from_seconds(0.1, TimerMode::Repeating)),
 | 
						|
    ));
 | 
						|
}
 |